Under Night In-Birth/UNIEL/Yuzuriha: Difference between revisions
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(→Move List: Frame data for normals) |
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=180 | |damage=180 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=L | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=12 | ||
|frameAdv= | |frameAdv=-2 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha does a low hitting step-like kick. It has fast startup but little range, making it most useful at close range to pick up enemies that are on the ground. | |description=Yuzuriha does a low hitting step-like kick. It has fast startup but little range, making it most useful at close range to pick up enemies that are on the ground. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=140 | |damage=140 | ||
|cancel= | |cancel=Se,Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=6 | ||
|active= | |active=3 | ||
|recovery= | |recovery=12 | ||
|frameAdv= | |frameAdv=-3 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool. | |description=Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=525 | |damage=525 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=27 | ||
|frameAdv= | |frameAdv=-11 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha cuts away from herself, creating a slash trail right in front of her. Much like 5A, this has a use as an OTG, but has much better range. | |description=Yuzuriha cuts away from herself, creating a slash trail right in front of her. Much like 5A, this has a use as an OTG, but has much better range. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=450 | |damage=450 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=L | ||
|startup= | |startup=9 | ||
|active= | |active=6 | ||
|recovery= | |recovery=11 | ||
|frameAdv= | |frameAdv=0 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha uses the end of her sword's scabbard to jab at the ground in front of her. It starts up slower than 2A but also has more reach, making it a viable option as a pressure tool. | |description=Yuzuriha uses the end of her sword's scabbard to jab at the ground in front of her. It starts up slower than 2A but also has more reach, making it a viable option as a pressure tool. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=680 | |damage=680 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=12 | ||
|active= | |active=4 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv=-10 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha performs a high slash, covering a large space above her. Its fast startup makes it a good tool for anti-air on its own, but the horizontal hitbox isn't as great. Throw/Assault OS with 5C~5AD (Plink C with A+D). | |description=Yuzuriha performs a high slash, covering a large space above her. Its fast startup makes it a good tool for anti-air on its own, but the horizontal hitbox isn't as great. Throw/Assault OS with 5C~5AD (Plink C with A+D). | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=673 | |damage=673 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=L | ||
|startup= | |startup=12 | ||
|active= | |active=10 | ||
|recovery= | |recovery=25 | ||
|frameAdv= | |frameAdv=-9 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha slashes outward, then upward, hitting two times. Has a great horizontal hitbox and is a staple in her combos. | |description=Yuzuriha slashes outward, then upward, hitting two times. Has a great horizontal hitbox and is a staple in her combos. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=140 | |damage=140 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=H/AS | ||
|startup= | |startup=8 | ||
|active= | |active=30 (max) | ||
|recovery= | |recovery=X+2 | ||
|frameAdv= | |frameAdv=Varies | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha leans forward and in with an elbow strike aimed below her. Has a ton of active frames. | |description=Yuzuriha leans forward and in with an elbow strike aimed below her. Has a ton of active frames. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=398 | |damage=398 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=H/AS | ||
|startup= | |startup=9 | ||
|active= | |active=2 | ||
|recovery= | |recovery=X+3 | ||
|frameAdv= | |frameAdv=Varies | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha slashes the space in front of her with a horizontal cut. Its hitbox doesn't extend downward, so it's best used against opponents that are also in the air. | |description=Yuzuriha slashes the space in front of her with a horizontal cut. Its hitbox doesn't extend downward, so it's best used against opponents that are also in the air. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=498 | |damage=498 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=H/AS | ||
|startup= | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=X+4 | ||
|frameAdv= | |frameAdv=Varies | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha does a horizontal turning slash similar to j.B, but the hitbox not only extends outward but also a little bit downward. It retains j.B's horizontal reach as well, so it can be used for air-to-air or just as a ranged jump-in normal. | |description=Yuzuriha does a horizontal turning slash similar to j.B, but the hitbox not only extends outward but also a little bit downward. It retains j.B's horizontal reach as well, so it can be used for air-to-air or just as a ranged jump-in normal. | ||
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|caption= | |caption= | ||
|name= Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri ★ <br>「双月一刀流抜刀術壱之型:桐」 | |name= Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri ★ <br>「双月一刀流抜刀術壱之型:桐」 | ||
|input= 6A/B/C | |input= 6A/B/C<br>Air O.K. | ||
|data= | |data= | ||
{{UNIEL-Data | {{UNIEL-Data | ||
|damage=580 (all versions) | |damage=580 (all versions) | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=6A/6B: HL<br>6C: L<br>Air: HLA | ||
|startup= | |startup=Ground: 16<br>Air: 15 | ||
|active= | |active=Ground: 2<br>Air: 3 | ||
|recovery= | |recovery=Ground: 30<br>Air: X+11 | ||
|frameAdv= | |frameAdv=Ground: -14<br>-16 to -31 | ||
|hitbox= | |hitbox= | ||
|description=(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia) | |description=(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia) | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=720 (no counter), 1050 (counter successful, both hits connect) | |damage=720 (no counter), 1050 (counter successful, both hits connect) | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=18 | ||
|active= | |active=3 | ||
|recovery= | |recovery=24 | ||
|frameAdv= | |frameAdv=-9 | ||
|hitbox= | |hitbox= | ||
|description=Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift. | |description=Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=1040 | |damage=1040 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=12 | ||
|active= | |active=15 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-7 | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=420 | |damage=420 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=H/AS | ||
|startup= | |startup=15 | ||
|active= | |active=5 | ||
|recovery= | |recovery=X+4 | ||
|frameAdv= | |frameAdv=Varies | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=710 | |damage=710 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=23 | ||
|active= | |active=5 | ||
|recovery= | |recovery=X+4 | ||
|frameAdv= | |frameAdv=Varies | ||
|hitbox= | |hitbox= | ||
|description= The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information). | |description= The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information). | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=850 | |damage=850 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=36 | ||
|active= | |active=1 | ||
|recovery= | |recovery=42 | ||
|frameAdv=x | |frameAdv=x | ||
|hitbox= | |hitbox= | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=1220 | |damage=1220 | ||
|cancel= | |cancel=(CS) | ||
|guard= | |guard=UNB | ||
|startup= | |startup=86 | ||
|active= | |active=1 | ||
|recovery= | |recovery=53 | ||
|frameAdv= | |frameAdv=+16 (combo stun) | ||
|hitbox= | |hitbox= | ||
|description= A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version. | |description= A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=950 | |damage=950 | ||
|cancel= | |cancel=N/A | ||
|guard= | |guard=UNB | ||
|startup= | |startup=4 | ||
|active= | |active=1 | ||
|recovery= | |recovery=22 | ||
|frameAdv= | |frameAdv=+24 (combo stun) | ||
|hitbox= | |hitbox= | ||
|description= Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. Can follow up with a combo anywhere on screen. | |description= Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. Can follow up with a combo anywhere on screen. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=720 | |damage=720 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=9 | ||
|active= | |active=2 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv=-4 | ||
|hitbox= | |hitbox= | ||
|description= Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit. | |description= Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit. | ||
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{{UNIEL-Data | {{UNIEL-Data | ||
|damage=760 | |damage=760 | ||
|cancel= | |cancel=Sp,EX,CS | ||
|guard= | |guard=HL | ||
|startup= | |startup=10 | ||
|active= | |active=3 | ||
|recovery= | |recovery=53<br>Landing: 21 | ||
|frameAdv= | |frameAdv=-28 | ||
|hitbox= | |hitbox= | ||
|description= Yuzuriha jumps backward and performs a downward slash. On hit, she can cancel into special moves, EX moves, or Chain Shift. This move is rarely used raw; it is often in most combos that include a j.2[C] on an aerial opponent. | |description= Yuzuriha jumps backward and performs a downward slash. On hit, she can cancel into special moves, EX moves, or Chain Shift. This move is rarely used raw; it is often in most combos that include a j.2[C] on an aerial opponent. |
Revision as of 16:55, 6 January 2015
Introduction
yada yada yada yada
Story
Unique Trait/Health
Yuzuriha has a stance system that relies on her holding down buttons while inputting or after inputting commands for specific moves. These moves are marked in the movelist below with ★'s next to their name.
You enter stances by default when you use these moves, and you can stay in the stance by holding down any button when performing the move.
The buttons that Yuzuriha has available for use while she is in her stance are displayed as three icons, or stance marks, right under her lifebar. They will appear when she is using a move that enters a stance, and they follow these color rules:
- Black: The button is unavailable for use. This happens after a button has been pressed during a stance.
- Blue: The button is available for use.
- Pink: The button is being held down. This happens both when Yuzuriha is holding down a button for a stance and when she executes a move that leads into a stance.
More information on the actions Yuzuriha can perform in her stance are available in the Special Moves section in the movelist below.
Health: 9,800
Gameplay
Yuzuriha's comfortable somewhere between close and mid-range; most of her combo potential is in close quarters, but leaving space between her and the opponent lets her use her tools a little better. She doesn't excel at rushdown per se, but space control and mind games; good Yuzurihas will display flexible use of her normals and specials to punish the opponent's poor decision making and capitalize on that. Her teleports are useful for confusing the opponent after using her stance-related normals and specials, while the specials themselves are excellent for helping her buy time to position herself--or positioning herself better when they hit.
Yuzuriha's weaknesses, though, are serious. While she does control space well, her attacks have noticeable recovery time, so misreading the opponent's action or position can be a ticket for her to get punished. When she's put on the defensive, her answers are mostly blocking well, attempting to use her 4B, or using a Vorpal-state Guard Thrust to push the opponent away, as her sole reversal-worthy move will eat up all of her meter. These two factors mean that she will have to pick her counterattacks very carefully against opponents that can overwhelm her with superior attack or movement speed, or opponents that can punish her own mistakes from a distance.
Move List
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C |
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Command Normals
Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri ★ 「双月一刀流抜刀術壱之型:桐」 6A/B/C Air O.K. |
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4B |
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4C |
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j.2C |
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j.2[C] |
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Universal Mechanics
Force Function ★ B+C |
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Force Function (charged) [B+C] |
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Throw A+D |
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Dash Normals
66B |
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66C |
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Special Moves
Soutsuki Ittou-Ryuu Battoujutsu Ni no Kata: Saki 「双月一刀流抜刀術弐之型:咲」 ★ 236X Air O.K. |
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Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin 「双月一刀流以下略!八重一輪」 ★ 214X Air O.K. |
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Kocchi da yo! 「こっちだよー!」 ★ 412X Air O.K. |
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Iki Seishin no Mae 「威気静心之構 」 Use a move marked with ★, or hold down any button when using a move marked with ★ Air O.K. |
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Togiri 「跡切」 D While in Iki Seishin no Mae |
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Seipu 「瀞歩」 6/4 While in Iki Seishin no Mae |
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Ishi 「移徙」 66/44 Air O.K. While in Iki Seishin no Mae |
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Fuuetsu 「風越」 7/8/9 While in Iki Seishin no Mae |
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Ryuuran 「流漣」 22 Air O.K. While in Iki Seishin no Mae |
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Infinite Worths
Soutsuki Ittou-Ryuu Ougi: Kashou 「双月一刀流奥義: 華生」 41236D |
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Infinite Worths EXS
Soutsuki Ittou-Ryuu Battoujutsu Zero no Kata Hi-ougi: Inochi Kurenai 「双月一刀流抜刀術零之型秘奥義: 命紅」 A+B+C+D |
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Combos
Combo Notation Guide: |
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Using 7/8/9D
Some of Yuzuriha's more challenging combos will utilize her 7/8/9 jump from her stances, with the use of the D button to cancel the stance so she can use her air normals after the peak of the jump. Rather than press the direction, then press D at the peak of her jump, it is often easier to combine the two motions or pre-buffer them. There are a few ways to do this:
- As the stance move hits, press the direction and the D button at the same time.
- As the move starts up, hold the direction you want to jump in, then press D once the move hits.
If you do this successfully, the circle that indicates the end of the stance should appear where Yuzuriha jumps from, or during the middle of her jump, and not at the end of her jump when she's hovering in the air. Even with the cancel, the timing for the normals is still a little tricky, so don't mash it out. Practice something as simple as 236A~8D (insert normal here) if you need to improve your timing.
Using j.2[C]
Combos which utilize j.2[C] are sensitive to the openings of the combo. Based on opener, your opponent may be able to tech before j.2[C] connects. Please keep the following in mind when confirming into 236A~9D > j.2[C]. The routes listed below will guarantee that 236A~9D > j.2[C] connects. 236A~9D > j.2[C] will NOT connect off of any combo that begins with assault or throw.
- 5A opener
- 5C/4C/2C
- 2A > 2C (Note: replacing 2C with 5C or 4C does not work.)
- 2B
- 2A opener
- 5C/4C/2C
- 2B > 5C/4C/2C
- 5A > 5C/4C/2C
- 2A > 2B
- j.A opener
- 5A > 5C
- 5A > 5C > 2C
- 5A > 5C/4C/2C
- 5B opener
- 2B > 5C > 4C
- 2B > 5C/4C/2C
- 2A > 2B > 5C/4C/2C
- 2A > 5A > 2B > 5C/4C/2C
- 2B opener
- 5B > 5C/4C/2C
- 5C/4C/2C
- j.B opener
- 5A > 5C
- 5A > 5C/4C/2C
- 4B opener
- 2C
- 4C > 2C
- 66B
- 5C opener
- 4C > 2C
- 5C/4C/2C
- 2B, 5C/4C/2C
- 2A, 2B, 5C/4C/2C
- 2C opener
- Straight into 236A
- 4C opener
- Straight into 236A
- j.C opener
- 5A, 5C
- 5A, 5C/4C/2C
- 5A, 5C/4C/2C
Holds and Slides
Normally, when Yuzuriha uses a move that leads into stance, she can't use the same button twice in a row. However, there is a trick to reuse the same button while in the stance, thanks to the fact that using a move to enter a stance doesn't automatically consume the mark. The process is pretty straightforward, and can be done multiple ways:
- Variant 1: Use any stance move, and before the attack hits, hold down any button ASIDE from the one used for the move.
- Variant 2: Hold down a button, then use a stance move.
In combo notation, variant 1 is commonly referred to as a slide, while variant 2 is commonly called a hold. Done properly, the pink stance mark should shift to the button that you're holding down, instead of the one that was used to start the initial move. This gives you the freedom to use the attack from the first button once again.
For instance, if you use 236A, then hold down the B button while Yuzuriha is preparing the attack, she will take her stance again once the animation is over; however, the pink stance mark will be set to the B button instead of the A button, allowing you to use 236A again. Alternatively, while performing a 66C, hold down the C button then input 236A; the pink mark will be set to the C button instead of the A button.
Naturally, using any attack after shifting the pink mark to a different button will consume that particular mark, so it's only really useful one time in any given combo.
You can use up all stance marks while in the stance if you so choose, but this will mean that unless you restore them, Yuzuriha will not be able to attack, or do a slide or a hold to a different stance button.
Midscreen Starter
Beginner
- 2A > 2B > 2C > 4C > 5C > j.B > j.C > j.6B~5C > 214A
- A simple midscreen combo that ends with a 214A to put you near the opponent; if done in the corner, you wind up slightly under them, but since the 214A is techable, use that time to position yourself for your next attack.
- 236B > (delay 236B) > delay 236A~421C~214B
- A basic punish combo that comes after you use 236B to catch someone at midscreen. The tricky parts of this combo come from learning when to input the next 236B or the 236A; the next hardest part is getting the cancel to 421C correct. As long as you remember your change in facing after 421C, 214B should come out very naturally.
Intermediate
- 5A > 5C > 236A~9D > j.2[C] > 4C > 2C > (4B) > 236BA (slide C) > 214B~D > 66C > j.421A~D
Damage: 3148 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=5m45s
- 5A > 5C > 236A~9D > j.2[C] > 4C > 2C > (4B) > 236A > 421C > j.214B~D > 66C > j.421A~D
Damage: 3056 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=5m52s
- 5A > 5C > 236A~9D > j.2[C] > 66C (hold C) > delay j.236A > j.214A~D > 66B (slide C) > 236A~236B~236A > 214CD
Damage: 3969 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=5m59s
- 236B > (reset stance) 236B > delay > j.214B+D > 2C > 4C > j.B > j.2C > j.C > 66B (slide C) > 236A~236B~236A > 214C+D
Damage: 4027 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=6m36s
- 4B (non CH) > 236B > 236A~9D > j.2[C] > 66C (hold C) > delay j.236A > j.214A > 66B (slide C) > 236A~236B~236A > j.214C+D
- 4B (CH) > 2C > 236A~9D > j.2[C] > 66C (hold C) > j.236A > j.214A > 66B (slide C) > 236ABA > 214C+D
- j.236A > j.236B > j.214B+D > 2C > 4C > j.B > j.2C > j.C (hold C) > 66B > 236B > 236A > 236B
- Assault j.2C > 5B > 5C > 2C > 236A (slide C) > 8D > j.236B > j.214B~D > delay 66C (hold C) > j.236A~j.236B~j.236A
Damage: 2593, no Vorpal
Corner Starter
Intermediate
Note #1: If the opponent techs after the 66C ender they are forced to ground-tech; all 66C enders may be replaced with 66B to allow the opponent to air-tech after the combo.
Note #2: vs. Chaos only--4C > 2C does not connect in corner, use 2B > 2C instead.
- 5A > 5C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B~236A~214B~D > 66C > j.421C~D
Damage: 3194 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m50s
- 5A > 5C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B~236A~236B > 214B+D > 66C > j.421C~D
Damage: 3247 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m59s
- 5C > 2C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B~236A~236B > 214B+D > 66C > (j.421A or j.421C)
Damage: 3487 > Hits: 19
- 5A > 5C > 2C > 236A > 236B > 7 > late j.C > 66C > j.236A > choose from following enders
- j.214A+D > 66C > (j.421A or j.421C)
Damage: 3089 w/ Vorpal, Hits: 15 - j.236C > j.214B~D > 66C > (j.421A or j.421C)
Damage: 3540 w/ Vorpal, Hits: 20
- j.214A+D > 66C > (j.421A or j.421C)
- 2C > 5C > j.B > j.2C > j.C (hold C) > 66B > 236A > 236B > 421A~D > 66C > j.236A > choose from following enders
- j.236C > j.214B~D > 66C > (j.421A or j.421C)
Damage: 3890 w/ Vorpal, Hits: 22 - j.214B~D > 66C > (j.421A or j.421C)
Damage: 3419 w/ Vorpal, Hits: 18
- j.236C > j.214B~D > 66C > (j.421A or j.421C)
- Assault j.2C > 5A > 5C > 236B ~ 8D > j.2[C] > 4C > 2C (hold C) > 236B~236A~214B~D > 66C
Damage: 2529, no Vorpal
Throw Starter
Intermediate
- 4C > 2C > 236B (slide A) > 421C > j.236B > j.214B~D > 66C > j.421A~D
Damage: 1657 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m28s
- (After corner throw only) 5C > 236B > 8D > j.2[C] > 4C > 2C (hold C) > 236B > 236A > 214B~D > 66C > j.421C~D
Damage: 1876 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=7m7s- Note for 2C that you will want to hold C until you have completed 214B~D.
- (After corner throw only) 4C > 2C (hold C) > 236A > 236B > 421A~D > 66C > j.236A (hold A) > j.236C delay j.214B~D > 66C > j.421C~D
Damage: 2333 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=7m15s- Note for 2C that you will want to hold C until you have completed 421A~D. Similarly, for j.236A, you will want to hold A until you have completed j.214B~D.
Setups
Corner
- 66C > 421A combo ender [Places opponent in corner.]
- Ex. Mixup #1: Late j.214B (meaty B-ichirin) on hit, able to confirm to full bnb with 2B link
- 236B > 7 combo ender [Places opponent 1 character length from corner.]
- Ex. Mixup #1: 236B (slide A)~7 > 421B > 421C
- Teleport to air-corner, teleport to ground on original side
- Ex. Mixup #2: 236B~7D > j.2[C]
- Meaty j.2[C] against tech.
- Ex. Mixup #3: 236B~7D (late D) > j.2[C] Throw
- j.2[C] does not hit.
- Ex. Mixup #1: 236B (slide A)~7 > 421B > 421C
- 236B~7D > j.2[C] [Places opponent 3 character lengths from corner.]
- Able to Veil-Off afterwards for guaranteed GRD Break and safe activation.
- Ex. Mixup #1: 9~j.5[A] > j.44D
- Stance jumps over opponent, air-stance backdash back to original side. The j.5A is the stance version of j.6A, so input it after the peak of the jump from 9.
- Ex. Mixup#2: 7 > 6D > j.421A > j.421C > j.623B
- Stance jump backward, then low assault jump over opponent, teleport to original side in air, teleport to corner on ground, teleport to original side on ground.
Midscreen
- j.2[C] combo ender
- Ex. Mixup #1: 7 > j.6D > 421A
- Following knockdown, stance jump backwards, assault forward to other side, A kocchi back to original side.
Note: Despite being on the other side of the opponent after the assault, A kocchi input is still as if you were on original side.
- Following knockdown, stance jump backwards, assault forward to other side, A kocchi back to original side.
- Ex. Mixup #1: 7 > j.6D > 421A
- 236A block string ender
- Ex. Mixup #1: (hold A) 421C > j.C > 214B~D
- Teleport to air on opposite side, stance air C, B ichirin back to original side
- Ex. Mixup #1: (hold A) 421C > j.C > 214B~D
- 66B combo ender
- Ex. Mixup #1: (hold A) 421B > 421B~C > 236B+D
- Teleport to opposite side, teleport to original side, C stance poke, B battou
- Ex. Mixup #1: (hold A) 421B > 421B~C > 236B+D
- Full screen, neutral, not in corner
- Ex. Mixup #1: j.421C (hold A) > 8 > j.421C~D
- Teleport to ground opposite side, stance jump, teleport to ground original side. Useful against charge (i.e., Vatista).
- Ex. Mixup #1: j.421C (hold A) > 8 > j.421C~D
Colors
Chaenomeles Sinensis | Siberian Iris | Betula Grossa | Water Drips | Successful Black |
---|---|---|---|---|
Globe Amaranth | Snow Drop | Autumn Flower | Gold Rush | Cluster Amaryllis |
Cherry blossom | Dandelion | Underwater Sun | Shrine Maiden | Four Leaves |
Dies Irae | Golden Done | Twig Palm | Ghiaccio Luce | Heliconiaceae |